Melee weapons(half-working), Ped and Hud bits

This commit is contained in:
eray orçunus 2020-05-19 17:39:19 +03:00
parent f71cfdf8ef
commit a6972714b7
19 changed files with 820 additions and 315 deletions

View file

@ -88,6 +88,21 @@ float CHud::PagerXOffset;
int16 CHud::PagerTimer;
int16 CHud::PagerOn;
uint32 CHud::m_WantedFadeTimer;
uint32 CHud::m_WantedState;
uint32 CHud::m_WantedTimer;
uint32 CHud::m_EnergyLostFadeTimer;
uint32 CHud::m_EnergyLostState;
uint32 CHud::m_EnergyLostTimer;
uint32 CHud::m_DisplayScoreFadeTimer;
uint32 CHud::m_DisplayScoreState;
uint32 CHud::m_DisplayScoreTimer;
uint32 CHud::m_WeaponFadeTimer;
uint32 CHud::m_WeaponState;
uint32 CHud::m_WeaponTimer;
uint32 CHud::m_LastDisplayScore;
CSprite2d CHud::Sprites[NUM_HUD_SPRITES];
struct
@ -125,6 +140,10 @@ RwTexture *gpRocketSightTex;
void CHud::Draw()
{
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
// disable hud via second controller
if (CPad::GetPad(1)->GetStartJustDown())
m_Wants_To_Draw_Hud = !m_Wants_To_Draw_Hud;
@ -136,22 +155,29 @@ void CHud::Draw()
bool DrawCrossHair = 0;
bool DrawCrossHairPC = 0;
int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
CPlayerPed *playerPed = FindPlayerPed();
eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
DrawCrossHair = 1;
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
DrawCrossHairPC = 1;
// TODO(Miami): New cam mode
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/)
&& playerPed && !playerPed->GetWeapon()->IsTypeMelee())
DrawCrossHair = true;
/*
Draw Crosshairs
*/
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() &&
(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
DrawCrossHairPC = 1;
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
DrawCrossHairPC = true;
if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage)
|| Mode == CCam::MODE_1STPERSON_RUNABOUT) {
if (playerPed) {
if (playerPed->m_nPedState != PED_ENTER_CAR && playerPed->m_nPedState != PED_CARJACK) {
// TODO(Miami): Uncomment
if (WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_AK47
/*|| WeaponType == WEAPONTYPE_M60 || || WeaponType == WEAPONTYPE_MINIGUN */
|| WeaponType == WEAPONTYPE_FLAMETHROWER) {
DrawCrossHairPC = 1;
}
}
}
}
@ -171,7 +197,8 @@ void CHud::Draw()
#ifdef ASPECT_RATIO_SCALE
f3rdY -= SCREEN_SCALE_Y(2.0f);
#endif
if (FindPlayerPed() && WeaponType == WEAPONTYPE_M16) {
// TODO(Miami): M60
if (playerPed && (WeaponType == WEAPONTYPE_M16 || WeaponType == WEAPONTYPE_AK47/* || WeaponType == WEAPONTYPE_M60*/)) {
rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.6f);
rect.top = f3rdY - SCREEN_SCALE_Y(32.0f * 0.6f);
rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f);
@ -187,8 +214,7 @@ void CHud::Draw()
Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
}
}
else {
} else {
if (Mode == CCam::MODE_M16_1STPERSON ||
Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
Mode == CCam::MODE_HELICANNON_1STPERSON) {
@ -215,8 +241,11 @@ void CHud::Draw()
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex));
CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
}
else {
// TODO(Miami)
// Sniper
rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
@ -243,9 +272,9 @@ void CHud::Draw()
Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
}
}
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
}
else {
SpriteBrightness = 0;
@ -254,34 +283,48 @@ void CHud::Draw()
/*
DrawMoneyCounter
*/
wchar sPrint[16];
wchar sPrintIcon[16];
char sTemp[16];
float alpha;
sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
AsciiToUnicode(sTemp, sPrint);
if (m_LastDisplayScore == CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney) {
alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 0);
} else {
alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 1);
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
}
if (m_DisplayScoreState != FADED_OUT) {
sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
AsciiToUnicode(sTemp, sPrint);
CFont::SetPropOff();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetBackGroundOnlyTextOff();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetPropOff();
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::SetPropOff();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetBackGroundOnlyTextOff();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetPropOff();
CFont::SetDropShadowPosition(2);
CFont::SetDropColor(CRGBA(0, 0, 0, alpha));
MONEY_COLOR.a = alpha;
CFont::SetColor(MONEY_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f), SCREEN_SCALE_Y(43.0f + 2.0f), sPrint);
CFont::SetColor(MONEY_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
// TODO(Miami): m_nHudMode
//if (CMenuManager.m_nHudMode)
{
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint);
}
}
/*
DrawAmmo
*/
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType);
CWeapon *weapon = FindPlayerPed()->GetWeapon();
CWeapon *weapon = playerPed->GetWeapon();
uint32 AmmoAmount = weaponInfo->m_nAmountofAmmunition;
uint32 AmmoInClip = weapon->m_nAmmoInClip;
uint32 TotalAmmo = weapon->m_nAmmoTotal;
@ -347,14 +390,15 @@ void CHud::Draw()
}
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f));
CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.8f));
CFont::SetJustifyOff();
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(640.0f));
CFont::SetPropOn();
CFont::SetDropShadowPosition(0);
CFont::SetFontStyle(FONT_BANK);
if (!CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
if (Min(9999, TotalAmmo - AmmoInClip) != 9999 && !CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) {
CFont::SetDropShadowPosition(2);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetColor(AMMO_COLOR);
@ -366,7 +410,7 @@ void CHud::Draw()
DrawHealth
*/
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetJustifyOff();
CFont::SetCentreOff();
CFont::SetRightJustifyWrap(0.0f);
@ -376,16 +420,16 @@ void CHud::Draw()
if (m_ItemToFlash == ITEM_HEALTH && CTimer::GetFrameCounter() & 8
|| m_ItemToFlash != ITEM_HEALTH
|| FindPlayerPed()->m_fHealth < 10
|| playerPed->m_fHealth < 10
&& CTimer::GetFrameCounter() & 8) {
if (FindPlayerPed()->m_fHealth >= 10
|| FindPlayerPed()->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
if (playerPed->m_fHealth >= 10
|| playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) {
AsciiToUnicode("{", sPrintIcon);
#ifdef FIX_BUGS
sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fHealth + 0.5f));
sprintf(sTemp, "%03d", int32(playerPed->m_fHealth + 0.5f));
#else
sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fHealth);
sprintf(sTemp, "%03d", (int32)playerPed->m_fHealth);
#endif
AsciiToUnicode(sTemp, sPrint);
@ -409,13 +453,13 @@ void CHud::Draw()
DrawArmour
*/
if (m_ItemToFlash == ITEM_ARMOUR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_ARMOUR) {
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
if (FindPlayerPed()->m_fArmour > 1.0f) {
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
if (playerPed->m_fArmour > 1.0f) {
AsciiToUnicode("[", sPrintIcon);
#ifdef FIX_BUGS
sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fArmour + 0.5f));
sprintf(sTemp, "%03d", int32(playerPed->m_fArmour + 0.5f));
#else
sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fArmour);
sprintf(sTemp, "%03d", (int32)playerPed->m_fArmour);
#endif
AsciiToUnicode(sTemp, sPrint);
@ -440,30 +484,33 @@ void CHud::Draw()
DrawWantedLevel
*/
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(1.25f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetJustifyOff();
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetPropOn();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above
AsciiToUnicode("]", sPrintIcon);
for (int i = 0; i < 6; i++) {
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(2.0f + SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f + 2.0f), sPrintIcon);
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > i
&& (CTimer::GetTimeInMilliseconds() > FindPlayerPed()->m_pWanted->m_nLastWantedLevelChange
if (playerPed->m_pWanted->m_nWantedLevel > i
&& (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange
+ 2000 || CTimer::GetFrameCounter() & 4)) {
CFont::SetColor(WANTED_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
}else{
// TODO(Miami): There is one more condition in here
}else if (playerPed->m_pWanted->m_nWantedLevel <= i) {
CFont::SetColor(NOTWANTED_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
}
}
CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open
/*
DrawZoneName
*/
@ -665,7 +712,7 @@ void CHud::Draw()
CFont::SetJustifyOff();
CFont::SetCentreOff();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetBackGroundOnlyTextOff();
CFont::SetPropOff();
CFont::SetFontStyle(FONT_HEADING);
@ -714,7 +761,7 @@ void CHud::Draw()
AsciiToUnicode(CUserDisplay::OnscnTimer.m_sEntries[0].m_bTimerBuffer, sTimer);
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING));
@ -722,7 +769,7 @@ void CHud::Draw()
CFont::SetBackGroundOnlyTextOn();
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(110.0f) + SCREEN_SCALE_Y(2.0f), sTimer);
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetColor(TIMER_COLOR);
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET), SCREEN_SCALE_Y(110.0f), sTimer);
@ -754,7 +801,7 @@ void CHud::Draw()
CFont::SetPropOn();
CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetCentreOff();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
@ -780,7 +827,7 @@ void CHud::Draw()
if (CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText[0]) {
CFont::SetPropOn();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(61.0f) + SCREEN_SCALE_Y(2.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(2.0f), TheText.Get(CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText));
@ -1446,6 +1493,21 @@ void CHud::Initialise()
PagerSoundPlayed = 0;
PagerXOffset = 150.0f;
m_WantedFadeTimer = 0;
m_WantedState = FADE_DISABLED;
m_WantedTimer = 0;
m_EnergyLostFadeTimer = 0;
m_EnergyLostState = FADE_DISABLED;
m_EnergyLostTimer = 0;
m_DisplayScoreFadeTimer = 0;
m_DisplayScoreState = FADE_DISABLED;
m_DisplayScoreTimer = 0;
m_WeaponFadeTimer = 0;
m_WeaponState = FADE_DISABLED;
m_WeaponTimer = 0;
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
CTxdStore::PopCurrentTxd();
}
@ -1469,6 +1531,21 @@ void CHud::ReInitialise() {
PagerTimer = 0;
PagerSoundPlayed = 0;
PagerXOffset = 150.0f;
m_WantedFadeTimer = 0;
m_WantedState = FADE_DISABLED;
m_WantedTimer = 0;
m_EnergyLostFadeTimer = 0;
m_EnergyLostState = FADE_DISABLED;
m_EnergyLostTimer = 0;
m_DisplayScoreFadeTimer = 0;
m_DisplayScoreState = FADE_DISABLED;
m_DisplayScoreTimer = 0;
m_WeaponFadeTimer = 0;
m_WeaponState = FADE_DISABLED;
m_WeaponTimer = 0;
m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
}
wchar LastBigMessage[6][128];
@ -1565,3 +1642,106 @@ void CHud::Shutdown()
int HudTXD = CTxdStore::FindTxdSlot("hud");
CTxdStore::RemoveTxdSlot(HudTXD);
}
float CHud::DrawFadeState(DRAW_FADE_STATE fadingElement, int forceFadingIn)
{
float alpha = 255.0f;
uint32 operation, timer;
int32 fadeTimer;
switch (fadingElement) {
case HUD_WANTED_FADING:
fadeTimer = m_WantedFadeTimer;
operation = m_WantedState;
timer = m_WantedTimer;
break;
case HUD_ENERGY_FADING:
fadeTimer = m_EnergyLostFadeTimer;
operation = m_EnergyLostState;
timer = m_EnergyLostTimer;
break;
case HUD_SCORE_FADING:
fadeTimer = m_DisplayScoreFadeTimer;
operation = m_DisplayScoreState;
timer = m_DisplayScoreTimer;
break;
case HUD_WEAPON_FADING:
fadeTimer = m_WeaponFadeTimer;
operation = m_WeaponState;
timer = m_WeaponTimer;
break;
default:
break;
}
if (forceFadingIn) {
switch (operation) {
case FADED_OUT:
fadeTimer = 0;
case START_FADE_OUT:
case FADING_OUT:
timer = 5;
operation = FADING_IN;
break;
default:
break;
}
}
if (operation != FADED_OUT && operation != FADE_DISABLED) {
switch (operation) {
case START_FADE_OUT:
fadeTimer = 1000;
alpha = 255.0f;
if (timer > 10000) {
fadeTimer = 3000;
operation = FADING_OUT;
}
break;
case FADING_IN:
fadeTimer += CTimer::GetTimeStepInMilliseconds();
if (fadeTimer > 1000.0f) {
operation = START_FADE_OUT;
fadeTimer = 1000;
}
alpha = fadeTimer / 1000.0f * 255.0f;
break;
case FADING_OUT:
fadeTimer -= CTimer::GetTimeStepInMilliseconds();
if (fadeTimer < 0.0f) {
fadeTimer = 0;
operation = FADED_OUT;
}
alpha = fadeTimer / 1000.0f * 255.0f;
break;
default:
break;
}
timer += CTimer::GetTimeStepInMilliseconds();
}
switch (fadingElement) {
case HUD_WANTED_FADING:
m_WantedFadeTimer = fadeTimer;
m_WantedState = operation;
m_WantedTimer = timer;
break;
case HUD_ENERGY_FADING:
m_EnergyLostFadeTimer = fadeTimer;
m_EnergyLostState = operation;
m_EnergyLostTimer = timer;
break;
case HUD_SCORE_FADING:
m_DisplayScoreFadeTimer = fadeTimer;
m_DisplayScoreState = operation;
m_DisplayScoreTimer = timer;
break;
case HUD_WEAPON_FADING:
m_WeaponFadeTimer = fadeTimer;
m_WeaponState = operation;
m_WeaponTimer = timer;
break;
default:
break;
}
return clamp(alpha, 0.0f, 255.0f);
}